August 1, 2018, 22:52 (GMT) |
UI: Remove OpenGL Render operators from Render menu Rendering OpenGL/Preview is accessible from each editor. Render settings are accessible from the Film menu when in OpenGL/Preview engine. It wasn't always predictable especially with Workspaces without or with many viewports. Also reordering of items, renaming and removal of superfluous icons. |
August 1, 2018, 22:26 (GMT) |
Cleanup: warnings, trailing space |
August 1, 2018, 21:01 (GMT) |
Cycles: Raised thread stack size to 1MB for macOS to be consistent with Windows. Embree BVH builds would run out of stack space in the default of 512kB. This means macOS builds have to stay with pthreads and can't use std::thread. |
August 1, 2018, 21:00 (GMT) |
Cycles: Updated Embree integration to version 3.2 |
August 1, 2018, 20:08 (GMT) |
GPUMaterial: Normal Map Node: Make default inputs interactives |
August 1, 2018, 20:08 (GMT) |
GPUMaterial: Fix assert when shader failed to compile. |
August 1, 2018, 20:08 (GMT) |
GPUMaterial: Make Mapping node use UBO storage This means tweaking parameter is now interactive and does not need to recompile the shaders. |
August 1, 2018, 20:08 (GMT) |
GPUMaterial: Make Localize tree live longer This is in order to reference the localized node->storage when populating the UBO data. |
August 1, 2018, 20:08 (GMT) |
GPUMaterial: Fix nearest sampling texelFetch return vec4(0.0) if the target pixel is outside the texture rect. So we mimic the default repeate mode that we have for linear interpolation. Fix T56156 Mapping-Node doesn't work |
August 1, 2018, 20:08 (GMT) |
GPUUniformBuffer: Fix bad memcpy error catched by asan We need to copy the size of the gputype not the padded type. |
August 1, 2018, 18:13 (GMT) |
Remove mode handling This commit reverts 21aefa098f4935597a759e199153e9b55279ff8a. This commit reverts 2ab98cca19cb3acd3da61b5f71a61a1139f1713e. |
August 1, 2018, 17:44 (GMT) |
Fix T56197: Cycles OpenCL build error after recent changes. |
August 1, 2018, 16:43 (GMT) |
Subsurf: Evaluate all UV layers Before that it was only first UV layer which was properly evaluated, the rest were ignored. Now all layers are being properly handled. |
August 1, 2018, 16:42 (GMT) |
Subsurf: Add API to provide vertex sharpness Currently unused, added for the future and API completeness. |
August 1, 2018, 16:42 (GMT) |
Subsurf: Support subdivision of mesh with just loose elements |
August 1, 2018, 16:42 (GMT) |
Subsurf: Cleanup, remove unused mappings and topology queries |
August 1, 2018, 16:42 (GMT) |
Subsurf: Fix/workaround crashes and failures with non-manifold geometry The idea is simple: do not provide full topology to OpenSubdiv, leave edges creation to OpenSubdiv itself. This solves issues with non-manifold meshes which were known to fail, including the ones from T52059. On a positive side we can simplify our side of converter, keeping code shorter. it is still possible that we'll need to ensure all loops has same winding, but that is less things to worry about. |
August 1, 2018, 16:42 (GMT) |
Subsurf: Use edge sharpness directly from converter Seems it's behaving correct now, surely more tests needed, but this is required for now to move forward. |
August 1, 2018, 16:42 (GMT) |
Subsurf: Support subdivision of loose elements Applies to vertices and edges. Biggest annoyance here is that OpenSubdiv's topology converter expects that there is no loose geometry, otherwise it is getting confused. For now solution is to create some sort of mapping from real Mesh vertex and edge index to a non-loose-index. Now the annoying part is that this is an extra step to calculate before we can compare topology, meaning FPS will not be as great as if we knew for sure that topology didn't change. Loose edges subdivision is different from what it used to be with old subdivision code, but probably nice feature now is that endpoints of loose edges are stay at the coarse vertex locations. This allows to have things like plane with hair strands, without need to duplicate edge vertices at endpoints. All this required some re-work of topology refiner creation, which is now only passing edges and vertices which are adjacent to face. This is how topology refiner is supposed to be used, and this is how its validator also works. Vertices which are adjacent to loose edges are marked as infinite sharp. This seems to be good-enough approximation for now. In the future we might tweaks things a bit and push such vertices in average direction of loose edges, to match old subdivision code closer. |
August 1, 2018, 16:42 (GMT) |
Fix mistake in atomic bitmap Internally values are stored as 32bit integers, no idea why i thought they were 8 bit. |
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